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Tequila Sunrise wrote:
I've always wondered. What's so funny about peace, love and understanding?
There's a certain darkness to hating on people who want a kinder world, and wouldn't hate on you.
Just play a straight arcane caster. Make the ranger stealthier, if need be, with all that magic a trickster doesn't get.
You lack a skill monkey, but the ranger can be stealthy. Make him invisible now and then. He can survive an unfortunate trap, usually. He can even find traps, depending on the build.
The cleric will do support. The arcane caster will help the party win.
My state rep. is one of the guys behind it. He's a 20-something home schooled religious nitwit. Thoroughly disgusting.
How about a mix? 2 levels of rogue mixed in with slayer would give you some more class skills, a rogue talent and evasion. You'd lose 1 BAB and fall a little behind on your fort save, but it's still very rogue-y and tougher than a straight rogue.
Take the TWF combat style at slayer 2, and you're good to go.
One rank never hurts.
My clerics tend to leave int at 10. I put ranks into every class skill, then bump the ones no one else uses (like Heal). There are usually other characters with way more skills, anyway.
Heal-bot is an under-appreciated role. Channeling works well, even in combat. My PFS half orc cleric of Sarenrae was referred to as the "kick-ass cleric."
He is, too. Last I played him, he was 11th level and utterly ridiculous. Always welcomed at any table, and sometimes the only guy with any melee chops.
[PFS] Survivability of Fullcasters at level 1? Or is it impossible to make your first PFS character a fullcaster without getting some GM or pre-gen credit first?
Point Blank Shot, Precise shot, and Weapon Focus (Ray)- Even ranged touch attacks miss. The question is, how often do they miss by exactly 1 or 2? How often do you use them? Is it worth two or three feats? Considering all the feats that will do far more for you to keep you alive and contributing, the answer is no. Big creatures have horrible touch ACs as a general rule, and even at a minus, you can usually hit. It isn’t like the old days, when a miss could hurt your allies. You got, or will get a belt, right?
Better to miss with a ray, than hit and watch it not work (Spell Penetration), or fail a fort save (Greater Fortitude), or get slaughtered because you thought you’d make it to 16th level without any armor (Arcane Armor Training). Sneak blasting is a fun feature of your character, but it’s not your raison d'être. It’s not that great.
I don't see any need for Alertness. Take Toughness, instead. Scouts need hit points worthy of their role.
Since you're starting at high level, ignore AAT. That's for surviving low level play, until you have +8 bracers.
Get a wand of True Strike and use it when you have the time. That won't be often, but it helps a lot when you can.
It's better to have Spell Penetration so that when you hit, the spell actually works.
I don't know about you, but I was pissed whan Batman slapped Robin so hard it killed him.
I mean, yeah, Robin could be a moron sometimes, but he was pretty good at his job.
He never complained about his ridiculous outfit. That made him worth keeping, right there.
I may never be able to forgive the Batman.
I take it to mean 30' unless you have sniper goggles.
However, the trickster ability overrides the range limitation, since it says "any spell that deals damage." The limitation would be the range of the spell, and you can add sneak damage if your target is flat footed to you (or you use Impromptu sneak attack).
Tricksters won't have that ability until they're 16th level or so, so it's hardly overpowered.
This is partially answered in the FAQ:
The Surprise Spells class feature allows the Arcane Trickster to add his sneak attack dice to spells that deal damage that target flat-footed foes. This damage is only applied once per spell. In the case of fireball this means it affects all targets in the area, with each getting a save to halve the damage (including the sneak attack damage). In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast.
—Jason Bulmahn, 05/31/11
Andrew R wrote:
R seems to have an aversion to acknowledging privilege, let alone its effects in society, given his extreme view of the less fortunate.
You can use concealment to make a stealth check. Make it, and you can snipe that round for SA damage. You have to make the check again at -20 to do it next round, but, unlike Invisibility, it doesn't go away once you've attacked. If you have some cover or something to hide behind at the end of you turn, you can try it again next round.
Blur is less useful once you have Greater Invisibility. Until then, it's good because regular Invisibility is gone once you attack. You'll eventually have a ring of Invisibility, but it's still the low-level spell. So, at lower levels, try Blur for combat, Invisibility for scouting.
Sorry it took me so long to see your post! I should probably explain that better in the guide.
I'm pretty sure Gore would have probably heeded the warnings that Bush ignored, and 9-11 would likely have been foiled.
Bush and co. were planning to invade Iraq before they even got into office, and Gore wasn't involved with PNAC. So, if Gore hadn't been able to stop 9-11, he still wouldn't have invaded Iraq, and millions of lives would not have been shattered.
He would instead have used the world's sympathy to get their help in going after the terrorists, and would have succeeded.
Gore isn't Bush, and that alone makes him the better man.
Orfamay Quest wrote:
While it's all very well and good to waggle your fingers and say "well, everyone should have a six month emergency reserve saved up," the simple fact is that most people don't, and they still have to be able to handle emergencies.
Particularly impossible if they only make $8.00 an hour.